I've got the good news and the bad news. I'll start with the good news: the long-awaited and long-feared rewrite of campaign in JavaScript has been taken up. The bad news: it was me again.

The bad news is bad because i'm weekend-only at most, and its going to take forever for me to finish this (the current rate prediction is one or two missions per week; but unless it's a weekend, i can at most answer some questions). So you don't need to blame me for breaking the game, or whine that i shouldn't change anything - most likely i wouldn't finish it anyway, so you don't need to bother.

On the other hand, if somebody's going lend me a hand, however poorly-mannered i may be, then probably we'd be having a solid and bug-free campaign, true to the original, by 3.2 release, whenever it is coming, so patches are welcome, and it should be pretty easy for anybody to figure things out and help with the easy part of the work.

I'd leave the rest of the talk to the wiki page, which would contain up-to-date information on the jscam status. If you found a bug or made a patch or have any other sort of useful stuff, please post in this thread.

vexed wrote:Please upload the patches to trac when done here #4234 , don't use the forums.

(For asking for help / debugging / collaboration, it is fine to use the forums.)

Thanks!

Last edited by vexed on 23 Oct 2014, 03:28, edited 2 times in total.
Reason:Add a note where to put the patches

Done, see "File Locations" and "Labeling" sections.Not sure if it looks easier now

Made me think: we don't really need to define GROUP labels for enemy bases, wzcam goes without it by simply defining base groups as "all structures but not walls in the cleanup area". I think i'd simplify things when i get to it, no need to label base groups now.

My personal preference is to label them in FlaME so that I can keep track of what area I'm trying to do things in when I'm writing the script for it. Labels seem to be depreciated in 3.2 now, so there's no need to really do it (as far as I can tell) other than organizing.

For the labels, the work still needs to be done - one way or another, we need to define the areas for JavaScript to refer to. And yeah, one of the advantages of labels is the possibility of using FlaME as a WYSIWYG labels editor.

Now, if you find an easy way to actually use FlaME, please let shout out loud (preferably at the wiki). Because it doesn't, at least out of the box, open maps that do not have terrain data in place (but referenced from another map instead), which is typical in campaign.

Yeah, current master is most likely broken (big long-awaited changes yay), so try to patch against the latest commit tagged as "jscam:" for now (9d6203e).

The documentation is already up, btw. It is up to date, but may have bugs (:

The latest Buildbot I'm using is from (I believe) Sunday evening where Mission 2 got its' JS port done, so I'm able to run it. It *is* a little crashy in some spots though. (Not Mission 2, but the build in general).

I've never had any trouble opening Campaign maps in FlaME. I open the .gam file then select my terrain, voila. Works fine.

As far as needing to define the labels, that's fine. That's old hat to me. I plan to keep all labels, group names, etc "direct-from-slo" anyway. Direct port, nothing fancy or unusual.

I do have an item some more functions that I'd to add to libcampaign.js already. Has a separate forum or Wiki thread been created for that purpose yet?

Throw in whatever you need to make the level running, i'd see later if i can improve it. In fact, it's only worth putting stuff to the library when it was used in more than one level, so it's even ok if the first commit has everything in the level code, and later we move it.